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Black Shuck 97

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About Black Shuck 97

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  1. Black Shuck 97

    Corrupted grounds

    Name: Corrupted grounds Map Format: Boom complevel 21 required Ports Tested: Dsda doom, Gzdoom IWAD: Doom 2 Map(s): Just Map 01 only Music: Halloween theme Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: No Build Time: 2 days of work Textures: CC4 textures and Sky Provided by Brandon Bugs: Eternity engine softlocks the maps progression Corrupted grounds A close quarters combat map set in a 1024 square with a low enemy count but precise encounters. Difficulty notice UV is meant for Veterans or those looking for a challenge Hmp is the intended/casual setting Screen shots https://imgur.com/a/UZbYNcV Credits and thanks are all in the text file included Download:Corrupt grounds.zip
  2. Black Shuck 97

    THEME-GAWAD PROJECT #1

    Ok @Ofisil I have one question for you and it pertains to my map actually. Since my map is suppose to be an Hell themed Arena map, would you be ok with towers outside the maps borders to allow things such as trons to snipe at the player?
  3. Black Shuck 97

    THEME-GAWAD PROJECT #1

    Alright so seeing as I wanted to get a feel for this project I decided to play through all the current maps and provide some feedback on them. Though considering the maps size I won't have much to say most likely but anyhoo lets get on with it. Note: I played through each map from a pistol start on UV with no saves Map 05: Talk about atmosphere geez... @T.Will for such a small map this ones both deadly and got some nice atmosphere to it. The start of the map cements that your in for an adventure of a life time. The dark gloomy and yet catchy music and verboting dark halls which hold those deceased. The map is dark and it plays to its design well. Now onto the actual gameplay here many parts of this map is filled with hitscan, and man my first run was going great but at the ending portion of this map I got the worst case of rng. I went from 100 health to 10 and by the end I was left scratching my head going "That's unlucky..." The trap in the yellow key door area I feel could have a bit more punch to it personally as I was really left with no wounds to lick on myself let alone a little sting. The ending however left quite the impression on me. Aside from that the maps great and I love the small but mostly deadly nature of it. PS: @Bobby “lolmcswagger”” you did a nice job on this midi for the map. It's my favorite of the wad so far. Map 06: @7Soul Pretty straight forward map I enjoyed a lot. I don't often see crate based maps in general, it was a concept of the 90's which has gone with time. But strangely enough someone decided to bring it back and in great style as well. This maps looks are wonderful and funny enough it was also the first map of the whole set I actually played first. Combats fun despite it being a mix of enclosed and some open combat. The hell knights trap was fun almost got killed due to me trying to rush past them but overall I liked the map. Map 11: @Nimiauredhel This maps the odd one in for me. Notice what I did there ;) Anyway this map has 3 different ways to start the map which is an odd thing to see in a lot of megawads now a days. I will admit I died a few times in this map 2 times to be exact more so trying to figure out a good route to play this map. Which is always great, but yeah onto the actual map itself. The overall look of the map is abstract like the odd piece of art in the gallery among all other beauties around. However this one sticks out in a positive way, as each area strikes its own interesting design and use of textures. Though out of the 3 areas the concrete room is by far the weakest in design as it really doesn't have any great looks to it which is a shame since the rest of the map is quite detailed where it needs to be. Though I think since your only in the area a grand total of 3 times for just a second it doesn't really matter. I'll admit the teleporter back to the main hub confused me for a minute as I keep hitting the switch and reopening the area just lost... but after figuring out how it worked I pretty much breezed through the map. The new areas opening up every time the player grabs a key is a nice. The ending took me by surprise and its a cool touch to an already great map :) Map 11 issue link: https://imgur.com/a/1U1rYaC Map 12: @forgettablepyromaniac City Scape ahoy! So were transported into a city scape of sorts and dang is it a show stealer. Before I talk about the map lets get into this midi, man... this midi is awesome and it fits the map perfectly (Something you'll hear a lot heh...) The whole city landscape is fun to see and play and the mini pieces of chairs and hellish influence can be felt. This level tact's on little side parts such as the sewer and stuff into the map which I like reminds me of Memento Mori 1 and Requiem with its urban city settings. My only complaints for this map is this small section where you use a computer to lower rocks? That doesn't seem logical to me at all... I feel this should be tech of some sort to signal its something that can be lowered. But that's just me heh... Another thing I feel is a bit strange is the teleporter behind the fence... I don't like the idea of teleporting behind the fence personally it just feels weird. Maybe if it was a trap it would be fine but as it stands for me I don't get the logic behind it. I also am not sure how to feel about the stone columns on the outside of the buildings, I would personally change them to lights to give it that city vibe. But the columns could also be seen as the influence of hell overtaking the city so that can go either way I feel. Map 12 issues link: https://imgur.com/a/4RCjy9Z Map 14: @ViolentBeetle Hmmm..... well this map is something. It reminds me of a gimmicky map.... wait is this the chasm? Well I can say I enjoyed this map quite a lot actually despite its the floor is lava game. The music definitely helps capture the joy of this map. Reminds me of an old Rpg actually and I was quite fond of it if I do say so myself. The secrets in this map are quite well thought out despite its small size and funny enough the plasma gun secret took me pretty much to the last room to find. I feel a bit dumb admitting that but hey it was cool to find. My standout moments in this map has to be the mancubus in the cage area, I was put to 2 health and was basically panicking like hell when the lost souls started flooding into the area. The maps game is pressure in a fair and fun way while employing the use of thin narrow walkways onto the player. Despite its hated influence within the community the map far outpaces its influence by a mile with fun gameplay and great music to accompany it. Map 19: @Fiendish So this was a lengthy map and by far the longest in terms of gameplay. This maps got a lot of nice atmosphere and architecture going for it. The map did kill me 2 times funny enough both deaths were from self splash (Noticing a trend aren't you?) so jokes aside this maps got a nice layout and combat as well. My standout moments would have to be the red key area which unleashes a horde of demons from all sides. Barons, revs, imps and all flying into the room locking down any route. My only issues is progression was a little bit vague to me on the map, so I found myself running around a bit to find my way around. The other issue I had was the red key trap I feel should maybe have some more resistance up top in the form of zombies or maybe have things teleport up top to prevent the player from camping up top? But aside from this I enjoyed what I played. Map 19 issue: https://imgur.com/a/sU2KkTf Map 22: @Dwimepon What if Doom 2 was given the influence of a Casali brother? What if hunted was placed in Doom 2? Well you'd get this. I actually enjoy this map quite a lot and the music really helps bring the mood to it. The only complaint I have is it ends before it can really get its foot onto your throat. But hey Scythe was short and people loved it so why can't people do the same for this gem. :) Map 23: @E.M. So here we are onto the hell marbled themed map. So first I want to get this out the way right now. I personally don't mind the blood floor doing damage as I find if your on the blood most likely your going to be taking damage from all sides and you'll also most likely take a face full of rocket to the face. Anyway onto the actual map on hand. I like the overall look and design of this map, the standout sections of this map for me has to be the blue skull key route/area. The narrow stairwell leading up to it gave me Alien Vendetta vibes and the whole upper area where the blue key resides is a fun fight for me personally. I won't lie I died from my own rocket once, but after that the map was pretty straight forward. The concept of every key item you get triggers something I think is great and just when you think you have the map solved it throws a bone at you and pulls the rug from under your feet. It's my 2nd favorite of the whole pack so far. It's totally not because I love hell themed maps in general and marble textures ;) So about the music overall I quite enjoy the musicians midi tracks in these maps as they perfectly fit every map. While I've never had music specifically made for my maps ever I look forward to what hellish mesh mash of music is given to my map haha.
  4. Black Shuck 97

    THEME-GAWAD PROJECT #1

    @Ofisil I'm still alive and currently finishing some smaller things I want to have released this week. Though as for my map I've started it but I'm still constructing a rough idea of how I want the map to play and look like.
  5. Black Shuck 97

    THEME-GAWAD PROJECT #1

    Project seems promising, and it reminds me of modest mapping challenge. Anyway I’ll take map 26. Now I have a few questions to ask before I start planning out this map. First - First I’m allowed to use any weapon and monster (minus the icon) on map 26 Second - I’m a bit confused on the music comment. Can we use custom music of our own picking or is it being provided or is it default music? I’m lost on this... Third - Do you want the maps to be playable in co op or no?
  6. It’s been an honor to be part of this wonderful project. I personally had my fair share of problems with Vanilla rules much like everyone else. However this group was much like a band of marines/family who always helped their fellow brother up. So by the end we all came out learning something, and for others we made new friends.
  7. Map Name: Lumps of coal Author: Black Shuck 97 Music: James Bond Golden eye N64 "Caverns theme" Sky: Default Xmas sky Format: Boom Difficulty Settings: Just UV Comments: I had an idea that you the UAC marine as Santa's little helper was sent to a distant mountain side where you clean off Santa's naughty list. Hence the name Lumps of Coal. Just this place is riddled with the blood of the Shuck... Beware its rather toxic... Also expect a few angry demons along the way.... they've already taken a few of Santa's previous helpers... So try not to be the next one on their list! Screenshots: Download: Lumps of coal.zip
  8. From a cavern in the mists of darkness to the snowy plains outside the UAC camp. The dog of darkness has time to map once again. Limit removing means no restraints haha, I’ll see what I can make up in 12 hours, just expect a hard map.
  9. Black Shuck 97

    Gothic Exhumed 1

    I could go that route haha it would be an interesting dynamic plus it would actually work with my theme I’ve decided. But most likely it’s going to be a more open map, though I haven’t entirely decided on which approach to go with as of now. I can only promise two things, it’ll be speedy and have hit scan enemies.
  10. Black Shuck 97

    Gothic Exhumed 1

    Very glad to hear you had a pleasant experience playing my map. I didn’t really have an idea to use much hit scan enemies within this map. However I plan to bring the cavalary to its sequel.
  11. Black Shuck 97

    Gothic Exhumed 1

    Yeah the final fight is more bearable on hmp than it is on UV. The symmetrical look is something I’ll be trying to avoid in Gothic Da 2, given the setting I will be doing for the sequel. But happy you enjoyed the map.
  12. Black Shuck 97

    Gothic Exhumed 1

    Thank you for playing my map and also clearly presenting the issues with ammo. Although I feel this should be somewhat stated. A lot of the maps fights I designed to have some infighting to reduce the need of ammo usage. This especially holds the case with the Cyb fight, otherwise you reach the big fights with a lack of ammo.
  13. Black Shuck 97

    Gothic Exhumed 1

    Yeah I was thinking of changing the cacos spawn timer, because I felt someone at some point might run into those guys blocking up the doorway. Though I'm glad you enjoyed the map.
  14. Black Shuck 97

    Gothic Exhumed 1

    Name: Wolves Den Map Format: UDMF Ports Tested: Gzdoom IWAD: Doom 2 Map(s): Just Map 01 only Music: Nightwish - end of all hope Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: No Build Time: About a week on and off Textures: GothicDM set Requirements: Playing it like the original doom 2. I.E. No jumps, nor crouching, and freelook. Gothic Exhumed 1 A very short but punchy map with a massive focus on close quarters combat. Screenshots Gothic Da 1.zip
  15. Black Shuck 97

    [Dead In The Water] Diabolus Community Project

    Not sure if your ok with a slaughter map of sorts. If so I’ll take map 07.
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